Leadwerks is the easiest way to build 3D games. With a rapid development pipeline, support for Lua and C++ programming, and plenty of learning materials, Leadwerks is the perfect way to learn to make games.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.

  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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I'm planning on implementing a new movement animation system. The current animation system is a bit glitchy. I want something like what The Division have where the game uses only one animation movement for everything apart from the transitional poses i.e. transition from running to walking, walking to crouching. It's a clever system. It's also more gracious and cinematic.

The current system I have in Border Recon uses several animations, one for each movement Left, Forward, Right, Back and one for each type of movement Running, Walking, Crouching. It's complicated.

The same system is used in DayZ and PUBG. It's inefficient because it requires many animations which affects loading times and file size of the overall game. Not to mention the management of the programming for this particular type of movement system.

Below is The Divisons' gameplay showcasing the movement animations. If you look at the video in slow motion you can study the movements of the character, it pretty much uses one animation most of the time: running forward.

This should sort out the glitchy animations in my game. It'll take a week at least to convert the current animations system to the proposed design mentioned above. I'm excited to get it working.

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Comments  (0 - 10 of 26)
Guest
Guest

can i build/export game to Windows on Linux ? Or i need to boot to Windows (which i don't have :P)

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JoshKlint Creator
JoshKlint

When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.

Reply Good karma+1 vote
demen2010
demen2010

hello can i juste know id it easy to learn or hard ?

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JoshKlint Creator
JoshKlint

We're going for easy. Try the demo on Steam and let me know what you think.

Reply Good karma+2 votes
JackM.
JackM.

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

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JoshKlint Creator
JoshKlint

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

Reply Good karma+2 votes
Crypt

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

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Filizitas
Filizitas

Its not crysis. But its good aswell :3 really cool

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Crypt

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

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JoshKlint Creator
JoshKlint

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

Reply Good karma+2 votes
Crypt

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

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JoshKlint Creator
JoshKlint

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

Reply Good karma+3 votes
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May 23 2011 by Flash112

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